User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'reload')' in or related to this line: 'window.location.reload();' Line Number: 600
User prompt
Please fix the bug: 'Uncaught TypeError: LK.restart is not a function' in or related to this line: 'LK.restart(); // This will restart the entire game' Line Number: 600
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'reload')' in or related to this line: 'location.reload(); // This will reload the entire game' Line Number: 600
User prompt
Please fix the bug: 'Uncaught LK.Game can only be initialized once' in or related to this line: 'game = new LK.Game({' Line Number: 600
User prompt
Al aparecer el sprite: [Game_Over], si el jugador hace click en la pantalla: Se reinicia el juego
User prompt
Al iniciar el juego se inicia la música: [cavern]
User prompt
Cuando el jugador recibe daño se inicia el sonido: [Damage]
User prompt
Cuando aparezca el [Game_Over] haz que no aparezcan más enemigos
User prompt
Cuando las vidas del jugador llegan a 0, elimina todos los sprites (No elimines el texto de vida), añade el sprite: [Game_Over] e inicia la música: [Pierdes]
User prompt
Elimina el sprite: [Vida5] y remplázalo por un texto que indique el número de puntos de vida actuales
User prompt
Crea una función para que el jugador comience con 5 puntos de vida, y al colisionar con un enemigo, el enemigo es destruido y el jugador pierde 1 punto de vida, (En la esquina superior derecha pon el sprite: [Vida5], dentro de ese sprite coloca el número de puntos de vida actuales)
User prompt
En vez de reducir el intervalo un 25% redúcelo un 15%
User prompt
Haz que cada 10 puntos que el jugador consiga, el tiempo de aparición actual de los slimes rojos y los slimes azules se reduce un 25%
User prompt
Cuando un slime azul es destruido el jugador consigue 1 punto, y cuando un slime rojo es destruido consigues 2 puntos (Muestra la cantidad de puntos en la esquina inferior derecha)
User prompt
Cambia la recarga del ataque del jugador a 4 segundos
User prompt
Cambia la dirección en la que va el tajo, el tajo irá en la dirección donde se encuentre el enemigo más cercano al jugador con respecto al jugador.
User prompt
Haz que los slimes rojos avancen el doble de rápido
User prompt
Haz que los slimes rojos sean destruidos con un solo hit
User prompt
Los slimes rojos siguen siendo destruidos al primer tajo, corrígelo para que se destruyan al segundo
User prompt
Hay un error, este error es que el slime rojo es destruido al primer tajo, cuando debería ser al segundo tajo, para corregir esto, haz que la colisión del slime rojo tarde en recargarse 1 segundo (Esta recarga es independiente de cada slime rojo) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el slime rojo aguante un tajo, y que al segundo tajo sea destruido
User prompt
Haz que el slime rojo avance el doble de rápido que el slime azul
User prompt
Haz que cuando un enemigo y el tajo colisionan, el tajo no sea destruido, tan solo el enemigo
User prompt
Crea un nuevo enemigo. Su sprite es: [Slime_Red], este tipo de enemigo aparece cada 7 segundos en un borde. Y sigue al jugador.
User prompt
Haz que la escala de la explosión sea de 3.0
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Explosion = Container.expand(function () { var self = Container.call(this); // Attach the explosion sprite var explosionSprite = self.attachAsset('Explosion', { anchorX: 0.5, anchorY: 0.5 }); // Animation properties self.animationTimer = 500; // Animation duration in ms self.initialScale = 0.1; self.finalScale = 3.0; // Set initial scale explosionSprite.scaleX = self.initialScale; explosionSprite.scaleY = self.initialScale; // Start explosion animation tween(explosionSprite, { scaleX: self.finalScale, scaleY: self.finalScale, alpha: 0 }, { duration: self.animationTimer, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Guerrero = Container.expand(function () { var self = Container.call(this); // Attach the warrior sprite var guerreroSprite = self.attachAsset('Guerrero', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.speed = 600; // Speed for tween animation self.isAttacking = false; self.attackDuration = 300; // Attack animation duration in ms self.attackTimer = 0; // Target position for automatic movement self.targetX = null; self.targetY = null; self.isMoving = false; // Track last movement direction for slash attacks self.lastDirection = { x: 1, y: 0 }; // Default direction (right) // Update method called every frame self.update = function () { // Handle attack animation if (self.isAttacking) { self.attackTimer -= 16; // Approximate 60fps if (self.attackTimer <= 0) { self.isAttacking = false; guerreroSprite.rotation = 0; guerreroSprite.scaleX = 1; } else { // Simple attack animation - rotate and scale var progress = 1 - self.attackTimer / self.attackDuration; guerreroSprite.rotation = Math.sin(progress * Math.PI) * 0.5; guerreroSprite.scaleX = 1 + Math.sin(progress * Math.PI) * 0.3; } } }; // Move to target position using tween self.moveToTarget = function (targetX, targetY) { // Stop any current movement tween.stop(self, { x: true, y: true }); // Set new target self.targetX = targetX; self.targetY = targetY; self.isMoving = true; // Calculate distance for duration var distance = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2)); var duration = distance / self.speed * 1000; // Convert to milliseconds // Update last movement direction if (distance > 0) { self.lastDirection.x = (targetX - self.x) / distance; self.lastDirection.y = (targetY - self.y) / distance; } // Start continuous walking animation self.startWalkingAnimation(); // Start tween to target position tween(self, { x: targetX, y: targetY }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { self.isMoving = false; self.targetX = null; self.targetY = null; // Stop walking animation and reset sprite to normal state tween.stop(guerreroSprite, { scaleX: true, scaleY: true }); guerreroSprite.scaleX = 1; guerreroSprite.scaleY = 1; // Hide joystick when target is reached if (joystickSprite) { joystickSprite.destroy(); joystickSprite = null; } } }); }; // Attack method self.attack = function () { if (!self.isAttacking) { self.isAttacking = true; self.attackTimer = self.attackDuration; // Create and launch slash in last movement direction self.createSlash(); } }; // Create slash method self.createSlash = function () { var slash = new Slash(); slash.x = self.x; slash.y = self.y; // Find the nearest enemy var nearestEnemy = null; var nearestDistance = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < nearestDistance) { nearestDistance = distance; nearestEnemy = enemy; } } // Set direction towards nearest enemy, or use last direction if no enemies exist if (nearestEnemy) { var dx = nearestEnemy.x - self.x; var dy = nearestEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { slash.setDirection(dx / distance, dy / distance); } else { slash.setDirection(self.lastDirection.x, self.lastDirection.y); } } else { slash.setDirection(self.lastDirection.x, self.lastDirection.y); } game.addChild(slash); }; // Start continuous walking animation self.startWalkingAnimation = function () { self.walkCycle(); }; // Continuous walking cycle animation self.walkCycle = function () { if (!self.isMoving) return; // Stop animation if not moving tween(guerreroSprite, { scaleX: 1.1, scaleY: 0.9 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.isMoving) return; // Check again before next cycle tween(guerreroSprite, { scaleX: 0.9, scaleY: 1.1 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isMoving) { self.walkCycle(); // Continue the loop } } }); } }); }; return self; }); var RedSlimeEnemy = Container.expand(function () { var self = Container.call(this); // Attach the red slime sprite var slimeSprite = self.attachAsset('Slime_Red', { anchorX: 0.5, anchorY: 0.5 }); // Health property - takes 1 hit to destroy self.health = 1; // Collision cooldown property - prevents taking damage for 1 second after hit self.canTakeDamage = true; // Movement properties self.speed = 320; // Four times the speed of blue slimes (80 * 4) // Update method called every frame self.update = function () { // Calculate direction towards player var dx = guerrero.x - self.x; var dy = guerrero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move towards player if distance > 0 if (distance > 0) { var normalizedX = dx / distance; var normalizedY = dy / distance; self.x += normalizedX * self.speed * (16 / 1000); // 16ms per frame at 60fps self.y += normalizedY * self.speed * (16 / 1000); } }; return self; }); var Slash = Container.expand(function () { var self = Container.call(this); // Attach the slash sprite var slashSprite = self.attachAsset('tajo', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.speed = 3200; // Quadruple fast movement speed self.directionX = 1; // Movement direction X self.directionY = 0; // Movement direction Y // Update method called every frame self.update = function () { // Move in the specified direction self.x += self.directionX * self.speed * (16 / 1000); // 16ms per frame at 60fps self.y += self.directionY * self.speed * (16 / 1000); // Check if slash is off screen and destroy it if (self.x < -50 || self.x > 2048 + 50 || self.y < -50 || self.y > 2732 + 50) { self.destroy(); } }; // Set direction method self.setDirection = function (dirX, dirY) { self.directionX = dirX; self.directionY = dirY; // Rotate sprite to match direction slashSprite.rotation = Math.atan2(dirY, dirX); }; return self; }); var SlimeEnemy = Container.expand(function () { var self = Container.call(this); // Attach the slime sprite var slimeSprite = self.attachAsset('slime_blue', { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.speed = 80; // Slightly faster movement speed // Update method called every frame self.update = function () { // Calculate direction towards player var dx = guerrero.x - self.x; var dy = guerrero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move towards player if distance > 0 if (distance > 0) { var normalizedX = dx / distance; var normalizedY = dy / distance; self.x += normalizedX * self.speed * (16 / 1000); // 16ms per frame at 60fps self.y += normalizedY * self.speed * (16 / 1000); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Calculate how many tiles we need to cover the full screen (2048x2732) // Create ground background covering the entire screen var tileWidth = 100; var tileHeight = 100; var tilesX = Math.ceil(2048 / tileWidth); var tilesY = Math.ceil(2732 / tileHeight); // Create a container for all ground tiles var groundContainer = new Container(); game.addChild(groundContainer); // Fill the entire screen with ground tiles for (var x = 0; x < tilesX; x++) { for (var y = 0; y < tilesY; y++) { var groundTile = LK.getAsset('Suelo', { x: x * tileWidth, y: y * tileHeight }); groundContainer.addChild(groundTile); } ; // Game update loop game.update = function () { // Update enemy spawn timer enemySpawnTimer += 16; // 16ms per frame at 60fps // Spawn enemy every 8 seconds (only if game is not over) if (!gameOver && enemySpawnTimer >= enemySpawnInterval) { spawnEnemy(); enemySpawnTimer = 0; } // Update red slime spawn timer redSlimeSpawnTimer += 16; // 16ms per frame at 60fps // Spawn red slime every 7 seconds (only if game is not over) if (!gameOver && redSlimeSpawnTimer >= redSlimeSpawnInterval) { spawnRedSlime(); redSlimeSpawnTimer = 0; } // Update auto attack timer autoAttackTimer += 16; // 16ms per frame at 60fps // Auto attack every 4 seconds if (autoAttackTimer >= autoAttackInterval) { guerrero.attack(); autoAttackTimer = 0; } // Check for score milestones and reduce spawn intervals var currentScore = LK.getScore(); var currentCheckpoint = Math.floor(currentScore / 10) * 10; if (currentCheckpoint > lastScoreCheckpoint && currentCheckpoint > 0) { // Calculate how many 10-point milestones we've reached var reductionSteps = currentCheckpoint / 10; // Reduce intervals by 15% for each 10-point milestone var reductionFactor = Math.pow(0.85, reductionSteps); // Apply reduction to both spawn intervals enemySpawnInterval = Math.max(1000, initialBlueSlimeInterval * reductionFactor); // Minimum 1 second redSlimeSpawnInterval = Math.max(1000, initialRedSlimeInterval * reductionFactor); // Minimum 1 second // Update last checkpoint lastScoreCheckpoint = currentCheckpoint; } // Check slash-enemy collisions var slashes = []; for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Slash) { slashes.push(game.children[i]); } } for (var s = 0; s < slashes.length; s++) { var slash = slashes[s]; for (var e = enemies.length - 1; e >= 0; e--) { var enemy = enemies[e]; if (slash.intersects(enemy)) { // Check if enemy is a red slime with health system if (enemy instanceof RedSlimeEnemy && enemy.canTakeDamage) { enemy.health -= 1; // Start cooldown period - red slime cannot take damage for 1 second enemy.canTakeDamage = false; // Use closure to capture the current enemy instance (function (currentEnemy) { tween(currentEnemy, {}, { duration: 1000, onFinish: function onFinish() { currentEnemy.canTakeDamage = true; } }); })(enemy); // Add visual feedback during invulnerability (function (currentEnemy) { tween(currentEnemy, { alpha: 0.5 }, { duration: 100, onFinish: function onFinish() { tween(currentEnemy, { alpha: 1 }, { duration: 100 }); } }); })(enemy); if (enemy.health <= 0) { // Create explosion effect at enemy position var explosion = new Explosion(); explosion.x = enemy.x; explosion.y = enemy.y; game.addChild(explosion); // Award 2 points for red slime destruction LK.setScore(LK.getScore() + 2); scoreText.setText('Puntos: ' + LK.getScore()); // Destroy the red slime after 2 hits enemy.destroy(); enemies.splice(e, 1); } // Red slime takes damage but might survive, don't destroy slash } else { // Regular blue slime - destroy immediately var explosion = new Explosion(); explosion.x = enemy.x; explosion.y = enemy.y; game.addChild(explosion); // Award 1 point for blue slime destruction LK.setScore(LK.getScore() + 1); scoreText.setText('Puntos: ' + LK.getScore()); // Destroy only the enemy, keep the slash enemy.destroy(); enemies.splice(e, 1); } // Don't break here so slash can hit multiple enemies } } } // Check player-enemy collisions for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (guerrero.intersects(enemy)) { // Player loses 1 health point playerHealth -= 1; healthText.setText('Vida: ' + playerHealth.toString()); // Play damage sound LK.getSound('Damage').play(); // Create explosion effect at enemy position var explosion = new Explosion(); explosion.x = enemy.x; explosion.y = enemy.y; game.addChild(explosion); // Destroy the enemy enemy.destroy(); enemies.splice(i, 1); // Check for game over if (playerHealth <= 0) { // Set game over flag to prevent enemy spawning gameOver = true; // Destroy all sprites except health text // Destroy all game children (including player, enemies, ground, etc.) for (var i = game.children.length - 1; i >= 0; i--) { game.children[i].destroy(); } // Clear enemies array enemies = []; // Add Game_Over sprite var gameOverSprite = LK.getAsset('Game_Over', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(gameOverSprite); // Play Pierdes music LK.playMusic('Pierdes'); return; // Exit game update loop } } } // Clean up enemies that are too far off screen for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.x < -200 || enemy.x > 2248 || enemy.y < -200 || enemy.y > 2932) { enemy.destroy(); enemies.splice(i, 1); } } }; } // Start cavern background music LK.playMusic('cavern'); // Create the warrior player var guerrero = new Guerrero(); guerrero.x = 2048 / 2; // Center horizontally guerrero.y = 2732 / 2; // Center vertically game.addChild(guerrero); // Player health system var playerHealth = 5; // Score display in bottom right corner var scoreText = new Text2('Puntos: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(1, 1); // Bottom right anchor LK.gui.bottomRight.addChild(scoreText); // Health display in top right corner var healthText = new Text2('Vida: ' + playerHealth.toString(), { size: 60, fill: 0xFFFFFF }); healthText.anchor.set(1, 0); // Top right anchor LK.gui.topRight.addChild(healthText); // Joystick sprite for target indication var joystickSprite = null; // Auto attack timer (every 4 seconds = 4000ms) var autoAttackTimer = 0; var autoAttackInterval = 4000; // Enemy tracking array var enemies = []; // Enemy spawn timer (every 8 seconds = 8000ms) var enemySpawnTimer = 0; var enemySpawnInterval = 8000; // Red slime spawn timer (every 7 seconds = 7000ms) var redSlimeSpawnTimer = 0; var redSlimeSpawnInterval = 7000; // Score tracking for spawn interval reduction var lastScoreCheckpoint = 0; // Track last 10-point milestone var initialBlueSlimeInterval = 8000; // Store original blue slime interval var initialRedSlimeInterval = 7000; // Store original red slime interval // Game over flag to prevent enemy spawning var gameOver = false; // Function to spawn enemy at random edge function spawnEnemy() { var enemy = new SlimeEnemy(); // Choose random edge (0=top, 1=right, 2=bottom, 3=left) var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top edge enemy.x = Math.random() * 2048; enemy.y = -50; break; case 1: // Right edge enemy.x = 2048 + 50; enemy.y = Math.random() * 2732; break; case 2: // Bottom edge enemy.x = Math.random() * 2048; enemy.y = 2732 + 50; break; case 3: // Left edge enemy.x = -50; enemy.y = Math.random() * 2732; break; } enemies.push(enemy); game.addChild(enemy); } // Function to spawn red slime at random edge function spawnRedSlime() { var redSlime = new RedSlimeEnemy(); // Choose random edge (0=top, 1=right, 2=bottom, 3=left) var edge = Math.floor(Math.random() * 4); switch (edge) { case 0: // Top edge redSlime.x = Math.random() * 2048; redSlime.y = -50; break; case 1: // Right edge redSlime.x = 2048 + 50; redSlime.y = Math.random() * 2732; break; case 2: // Bottom edge redSlime.x = Math.random() * 2048; redSlime.y = 2732 + 50; break; case 3: // Left edge redSlime.x = -50; redSlime.y = Math.random() * 2732; break; } enemies.push(redSlime); game.addChild(redSlime); } // Handle touch/mouse down for movement only game.down = function (x, y, obj) { // Check if game is over and restart if clicked if (gameOver) { // Reset game state variables gameOver = false; playerHealth = 5; LK.setScore(0); enemies = []; enemySpawnTimer = 0; redSlimeSpawnTimer = 0; autoAttackTimer = 0; lastScoreCheckpoint = 0; enemySpawnInterval = 8000; redSlimeSpawnInterval = 7000; // Clear all game objects for (var i = game.children.length - 1; i >= 0; i--) { game.children[i].destroy(); } // Recreate ground tiles var groundContainer = new Container(); game.addChild(groundContainer); for (var x = 0; x < tilesX; x++) { for (var y = 0; y < tilesY; y++) { var groundTile = LK.getAsset('Suelo', { x: x * tileWidth, y: y * tileHeight }); groundContainer.addChild(groundTile); } } // Recreate player guerrero = new Guerrero(); guerrero.x = 2048 / 2; guerrero.y = 2732 / 2; game.addChild(guerrero); // Update UI texts scoreText.setText('Puntos: 0'); healthText.setText('Vida: ' + playerHealth.toString()); // Restart background music LK.playMusic('cavern'); return; } // Remove existing joystick if it exists if (joystickSprite) { joystickSprite.destroy(); joystickSprite = null; } // Create new joystick at clicked position joystickSprite = LK.getAsset('joystick', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(joystickSprite); // Make warrior move to clicked position guerrero.moveToTarget(x, y); };
===================================================================
--- original.js
+++ change.js
@@ -573,10 +573,45 @@
// Handle touch/mouse down for movement only
game.down = function (x, y, obj) {
// Check if game is over and restart if clicked
if (gameOver) {
- // Restart the game by reloading the page
- window.location.reload();
+ // Reset game state variables
+ gameOver = false;
+ playerHealth = 5;
+ LK.setScore(0);
+ enemies = [];
+ enemySpawnTimer = 0;
+ redSlimeSpawnTimer = 0;
+ autoAttackTimer = 0;
+ lastScoreCheckpoint = 0;
+ enemySpawnInterval = 8000;
+ redSlimeSpawnInterval = 7000;
+ // Clear all game objects
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ game.children[i].destroy();
+ }
+ // Recreate ground tiles
+ var groundContainer = new Container();
+ game.addChild(groundContainer);
+ for (var x = 0; x < tilesX; x++) {
+ for (var y = 0; y < tilesY; y++) {
+ var groundTile = LK.getAsset('Suelo', {
+ x: x * tileWidth,
+ y: y * tileHeight
+ });
+ groundContainer.addChild(groundTile);
+ }
+ }
+ // Recreate player
+ guerrero = new Guerrero();
+ guerrero.x = 2048 / 2;
+ guerrero.y = 2732 / 2;
+ game.addChild(guerrero);
+ // Update UI texts
+ scoreText.setText('Puntos: 0');
+ healthText.setText('Vida: ' + playerHealth.toString());
+ // Restart background music
+ LK.playMusic('cavern');
return;
}
// Remove existing joystick if it exists
if (joystickSprite) {
Un suelo de una cueva pixelart visto desde arriba, por lo que cubre toda la pantalla. In-Game asset. High contrast. No shadows
Círculo grande con transparencia, dentro un círculo pequeño gris. In-Game asset. 2d. High contrast. No shadows
Retro pixel style
Un slime azul con ojos grandes brillantes. Cute. Pixelart. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Una explosión normal pixelart. In-Game asset. 2d. High contrast. No shadows
Cambia el color a rojo.
Un corazón rojo pixelart. Pixelart. No background. Transparent background. Blank background. 2d. In-Game asset. flat
Fondo negro con un texto rojo pixelart bonito que ponga "GAME OVER". In-Game asset. 2d. High contrast. cute